patch
field tech: patch - after cloaking recover 75% of last health lost using that much energy taking damage now forces decloaking field tech: dynamic equilibrium - increase damage by 5% the value of your last health loss foam has less velocity after a mob it's stuck to dies snakeBoss becomes vulnerable if you remove any of the first 3 body segments body segments have more health bug fix: quantum eraser now removes mobs in a more random order it used to have a too low chance to remove bosses
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18
js/level.js
18
js/level.js
@@ -16,7 +16,7 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(8 * 4) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(4 * 4) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.maxHealth = m.health = 100
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// powerUps.research.changeRerolls(100000)
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@@ -24,19 +24,19 @@ const level = {
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// powerUps.research.changeRerolls(100)
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// tech.tech[297].frequency = 100
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// b.guns[0].ammo = 10000
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// m.setField("metamaterial cloaking") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// tech.giveTech("robotics")
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// tech.giveTech("CPT symmetry");
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// tech.giveTech("lens");
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// tech.giveTech("robotics")
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// m.setField("metamaterial cloaking") //molecular assembler time dilation perfect diamagnetism metamaterial cloaking wormhole negative mass
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// b.giveGuns("nail gun") //0 nail gun 1 shotgun 2 super balls 3 matter wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// tech.giveTech("dynamic equilibrium")
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// tech.giveTech("quantum eraser");
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// tech.giveTech("patch");
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// tech.giveTech("polyurethane foam")
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// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
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// for (let i = 0; i < 1; ++i) tech.giveTech("electric generator")
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// for (let i = 0; i < 9; i++) tech.giveTech("compound lens")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
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// spawn.starter(1900, -500)
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// spawn.laserTargetingBoss(1900, -500)
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// spawn.starter(1900, -500, 100)
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// spawn.snakeBoss(1900, -500)
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// for (let i = 0; i < 10; ++i) spawn.grower(1900, -500)
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// level.testing(); //not in rotation, used for testing
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// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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